by Joe Dever
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 340.
161
You smile at the knight and pull open the flap of your Belt Pouch to reveal some of the coins inside.
‘Perhaps I may offer a donation, my lord?’ you say. ‘Call it a gesture of our gratitude for the fine work you and your men are doing to ensure that the highways of Cavalia are kept clear of cut-throats and robbers.’
You scoop some coins from your pouch and cup them in your hand.
If you possess any Torqs, turn to 236.
If you do not, turn to 19.
162
‘It is I, my lord Marshal,’ says Karvas. ‘Do you not recognize me?’
‘Prince Karvas! By the gods, how can this be?’ exclaims Marshal Phedros. ‘This wine must have addled my brain, for Karvas dwells in exile. You cannot be him. This is another of Sadanzo's foul tricks, I'll be bound.’
Karvas pulls up the sleeve of his tunic and advances towards Phedros to show him the crescent-shaped birthmark on his wrist. But Phedros, his senses wine-dulled, mistakes his advance for an attack. ‘Seize them!’ he bellows, and immediately four of the Marshal's bodyguards emerge from the shadows of the mess hall. Two of them wrestle Karvas to the ground, while the others come rushing at you with their swords drawn. Rather than risk the Prince's life by resisting these guards, you raise your hands in surrender. Karvas begs Phedros to believe that he truly is the Crown Prince of Siyen. He asks that he be allowed to explain how he returned to his homeland, but Phedros refuses to listen to his pleas. He calls for more guards and he commands them to confiscate your Weapons and equipment. Then you are both taken to the barracks' cells where you are placed in irons.
It is in the early hours of the morning when the cell door bangs open and in shuffles Marshal Phedros in the company of Baron Sadanzo and a dozen of his robber knights. The Baron cackles with glee when he sees Karvas chained to the wall. He takes a glowing green gem from the pocket of his ermine robes, and immediately your Sixth Sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over Phedros' mind.
‘So, Marshal Phedros,’ says Sadanzo, in a quiet, silky-smooth voice that is chillingly evil, ‘this is the impostor and his accomplice. Pray tell me, my lord, what is the punishment for impersonating a member of the Royal household?’
‘It … is … death,’ croaks Phedros. By the forced sound of his voice you can tell that the Marshal does not speak of his own free will.
Prince Karvas rails against his shackles and shouts out in protest, but the gem flares in Sadanzo's hand and instantly Karvas ceases to speak or move. Your Sixth Sense tells you that your psychic Kai defences are preventing you from succumbing to the power of this evil gem, a power that has rendered Karvas incapable of speech or movement.
‘Well, my loyal knights,’ says Sadanzo, addressing his gloating henchmen, ‘did you not hear the Marshal? The punishment for their crime is death.’ The Baron looks at you and Karvas and a malicious smile spreads slowly across his taut, cadaverous face. ‘By the power invested in me as King of Siyen, I sentence you both to death. Sentence to be carried out … at once!’
And with these fateful words ringing in their ears, the robber knights unsheathe their swords and move forward to carry out the Baron's order of execution. Mercifully, death is swift for you both.
Tragically, your life and your quest end here in the cells of the Royal Cavalry Barracks of Siyen.
163
You reach the top of the wall and are settling your feet securely between the spikes in readiness to leap into the training field that lies beyond, when suddenly you see a guard standing directly below. Alerted by the sound of your feet scraping the crumbling brickwork, he has come to investigate. A dagger is raised in his hand and, the moment your eyes meet, he hurls this blade at your chest.
If you possess Magi-magic, turn to 216.
If you do not possess this Discipline, turn to 107.
164
Your Kai Sixth Sense prompts you to retrieve the horn from your Backpack. The pain in your head is growing more intense, and you can see that Prince Karvas is so badly affected that he is close to falling from his saddle. Yet, the moment you blow the horn, the pain subsides. No sound issues from this golden horn, yet your senses detect it has the power to counter the psychic assault you are suffering. Prince Karvas revives and he is able to pull himself upright on his horse. The hunters, however, do not fare as well. The psychic assault that they inflicted upon you is turned back on them by the power of your horn. You watch with grim satisfaction as they wheel their horses about and gallop away, desperate now to put distance between themselves and the piercing sound of your horn which is filling their heads with an agonizing clamour.
Turn to 144.
165
‘Well met, my lords,’ calls the ginger-haired magician as he waits on the quayside for you and Lord Zinair to disembark. As you descend the gangplank, you are struck by the young man's resemblance to Melchar, the journeyman whom you met in Caeno during your long voyage south to the Isle of Lorn. As you step ashore, the magician greets you with a broad smile and a firm handshake.
Illustration X—The magician greets you with a broad smile and a firm handshake.
‘I am Acraban, of the Brotherhood of the Crystal Star. I had not expected we would rendezvous so soon. I arrived here myself only this morning aboard my skyship Starstrider,’ he says, earnestly. His facial similarity to Melchar is so striking that you feel compelled to ask if he knows of the journeyman. ‘Why, yes, Grand Master. Melchar is my brother. On his return from Caeno he told me all about your escapades at the races there. I have looked forward to meeting you in person.’
Then the young magician excuses himself before turning away to face his flying ship. He raises his right hand and a shimmering blue flame suddenly engulfs his open palm. From the rear deck of the hovering skyship you see a flashing pinpoint of light. It is an acknowledgement of Acraban's signal to his watching crew that you have arrived.
‘Come, my lords, let us return to the Starstrider. We have much to discuss and time is precious.’
Turn to 90.
166
You run your eye over the items stored on the dusty shelves, and note that their prices are displayed on small scraps of parchment attached to them by twine. Only the following items are worthy of your interest:
Meals — 4 Lune (each)
Arrows — 4 Lune (each)
Rope — 8 Lune
Lantern — 8 Lune
1 Potion of Alether — 12 Lune (increases COMBAT SKILL by 2 for the duration of one combat only)
Quarterstaff — 20 Lune
Bow — 32 Lune
The trader will accept Gold Crowns in payment for any of the above items, at the rate of 1 Gold Crown for 4 Lune. He will not accept Ren.
If you wish to purchase any of the above items, make the appropriate adjustments to your Action Chart.
To leave the trading post, turn to 58.
167
You offer the ticket seller half of the money in your Belt Pouch, but he refuses to accept this generous bribe. It is all or nothing. Disgusted by the man's shameless greed, you leave the jetty and hurry to the tavern in the hope that you will be able to purchase some tickets there.
This riverside inn is in urgent need of some paint and repair, yet for all its shabby outward appearance it is a very popular tavern. Its taproom is filled to overflowing with customers. The sound of lyre and pipe music mingles with the chatter and raucous laughter of its patrons, many of whom are river travellers bound for Seroa within the hour. You push your way through the noisy crowd and climb a flight of stairs that give access to rooms on the upper storey. From the top of the stairs you are able to get a better view of the crowded bar room. Karvas points out two men who are standing at the tavern counter. They are dressed in dandified
court costumes and they wear Sadanzo's eagle's-head emblem pinned to velvet berets that are resting on their coiffured heads.
‘I'd wager those two dandies have tickets for the riverboat,’ says Karvas, conspiratorially. You focus your concentration on the two men and your Kai Sixth Sense confirms that the Prince's assumption is correct.
If you wish to approach them and offer to buy their riverboat tickets, turn to 17.
If you wish to wait outside the tavern and approach the men when they leave, turn to 111.
168
The smooth surface of the tower wall proves to be more difficult to climb than expected. You come to within an arm's length of the window ledge before your fingers slip and you fall into the street, striking your head on the cobblestones as you land heavily on your back: lose 3 ENDURANCE points.
When the throbbing pain in your skull diminishes to a dull ache, you make a second attempt to reach the window. This time your efforts are rewarded. On reaching the window, you haul yourself through its open frame and drop down onto the steps of a stone stairway beyond. This circular staircase leads to the top of the tower and offers you a magnificent view of the city. Aided by your night vision, you are able to locate stables less than a mile to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs and return to the window. Once more you use your climbing skills, this time to make a speedy descent to the street below.
Prince Karvas is delighted to hear that there are stables in the city, and he insists that you set off for them at once. He is leading the way out of the warehouse ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.
Turn to 100.
169
You climb the steps to a landing on the level above where you hear loud voices and raucous laughter echoing from an archway. A glance through the arch reveals the chamber beyond to be a guards' dormitory and mess hall. Over a dozen citadel guards and gaolers are gathered here, celebrating the capture of Prince Karvas with a cask of strong mead provided by the Knight Bachelor.
You continue up the circular stairs to the next level where you discover a hall that is lined with stands of armour and hung with tapestries. You remember being brought along this hall on the way to the dungeons, and you hurry through it to a pair of stout oak doors at its far end. To your disappointment you discover the doors are locked and bolted from the other side. At first there appears to be no other way out of the hall. Then your keen eyesight detects that one of the tapestries is moving slightly and, when you pull it aside, you discover a narrow archway and a flight of stairs leading up to a burnished iron door. As you climb towards the door, you see a small lever set into the centre of its shiny, smooth surface.
If you possess Grand Pathsmanship and Telegnosis, turn to 349.
If you possess Kai-alchemy and wish to use it, turn to 91.
If you possess none of these skills, or if you choose not to use them, turn to 229.
170
Slowly you step away from the boulder and motion Acraban to follow as you descend the steep trail to the beach. Prince Karvas walks towards you, his right hand resting purposefully on the hilt of a short sword sheathed by his side. Despite his dishevelled appearance, he moves with a proud aristocratic gait that reveals his noble ancestry.
With a polite formality usually reserved for the King's court and council chambers, Acraban bows to the Prince and makes his introductions. In sober tones he informs him of the unhappy events which have transpired in Siyen, events which have brought you both to Sheasu in search of him. Prince Karvas is saddened to hear of the death of his father. He glances at the mound of sand close to the base of the trail and you notice a tear in his eye. Lying alongside this mound is a plank of driftwood carved with the name Amarelda. It marks the last resting place of the Prince's young wife.
‘This is bitter news you bring, my lords,’ says Karvas, his sonorous voice wavering with emotion, ‘for my grief is doubled. I have now lost my wife and my father — the only two people I have ever truly loved.’
You and your companion offer the Prince your deepest condolences, and Acraban suggests that perhaps it would be best if you all left the beach. Karvas nods his consent and together you climb the trail back to his house atop the cliffs.
Over a cup of berry wine, Prince Karvas tells you the story of how he came to Sheasu to live the life of an outcast. A decade earlier, during a chance encounter in a foreign court, he had met and fallen helplessly in love with Princess Amarelda — the daughter of the King of Lunarlia. She, too, had fallen for him, and had accepted his offer of marriage. For centuries the neighbouring lands of Lunarlia and Siyen have been enemies, yet the sudden prospect of a marriage between Prince Karvas and Princess Amarelda promised to put an end to many years of rivalry and bloodshed. At first his father, the King of Siyen, approved of their union. But later he changed his mind and forbade his son to marry her on pain of exile. Karvas defied his father and was forced to leave his homeland. He travelled to Sheasu where he was later joined by his beloved Amarelda. She, too, had disobeyed her father's command and had been cast out for her act of defiance. Karvas talks fondly of the years they spent here alone together. Then, with sadness, he tells you that she recently fell ill with a fever from which she never recovered. For more than a month she fought the illness until, only three days ago, she passed away quietly in her sleep.
The news that Baron Sadanzo plans to steal his birthright enrages the Prince. For years he has blamed the Baron for his exile, for he alone openly opposed the marriage that would have healed the rift between Lunarlia and Siyen. Karvas is convinced that the Baron turned his father's mind with sorcery, and he agrees readily to leave Sheasu and journey with you aboard the Starstrider to Seroa to thwart Sadanzo's plan. The Prince's willing acceptance to return to his homeland raises your spirits. Acraban proposes a toast to the future King of Siyen and Karvas accepts the gesture in good humour. Then Acraban imparts the glad news to Lord Zinair by means of the seeing stone given to him by the elder magician. Zinair, who is sailing back to Suhn, congratulates you both for successfully finding the exiled Prince and he wishes you all a safe and speedy air voyage to Siyen.
Turn to 63.
171
You take it in turns to keep watch throughout the night in case a pursuit party is sent from Cavalia to track you down. Fortunately, the night passes peacefully and you leave the wood shortly before dawn. As the sun crests the eastern horizon, you see a signpost at the roadside which says: ‘VAREDO — 150 miles’.
‘Normally one could expect to reach Varedo in three days by horse,’ says Karvas, ‘but if we use every hour of daylight and rest our mounts briefly, every hour, we may be able to cover the distance in half the time.’ Mindful that you now have only nine days in which to reach Seroa to be in time for the crowning, and wary that a pursuit party could still be sent from Cavalia to hunt you down, you spend this day in the saddle riding as far and as fast as your horses are able. By nightfall, you have made excellent progress and you are confident that the threat from Cavalia is no more. You camp for the night beside a stream and, before you sleep, you use your Magnakai skills to assist the horses to recover fully from their hard day's ride.
The following day is spent crossing the seemingly endless Lucien Plain, the monotony of the grasslands broken only occasionally by an isolated hamlet or farmstead. You have no need to approach these settlements for the rich prairie yields enough game to keep you well fed while you are on t
he move. It also provides surplus food equivalent to 2 Meals (adjust your Action Chart accordingly if you wish to keep one or both of these Meals).
During the afternoon, you see a group of riders approaching from the north, from out of the wooded foothills of the Ioma Range. You magnify your vision and your stomach churns when you see that they are carrying spears which display the black eagle's-head pennant of Baron Sadanzo. You focus your Kai senses upon this distant group of riders and detect that they are not soldiers. They are a hunting party seeking wild deer. The open plain offers no place to hide from these approaching horsemen and the lack of cover makes you feel especially vulnerable. You remain stationary for a few minutes while you watch them draw closer. You are hoping that they are too preoccupied with their hunt to pay you any attention. However, you soon realize that they have lost the trail of their wild deer and have decided to track new quarry — you and Karvas.
If you wish to stand and face this hunting party, turn to 93.
If you wish to attempt to evade them, turn to 277.
172
You launch a pulse of mental energy at the archer and it sears his mind (use of this Grand Master Discipline costs you 1 ENDURANCE point). The man screams and recoils from the sudden pain that has invaded his head. As he falls backwards, he releases his arrow and it arcs through the air to shatter uselessly against the wall of the stables.